Menu
News
All News
Dungeons & Dragons
Level Up: Advanced 5th Edition
Pathfinder
Starfinder
Warhammer
2d20 System
Year Zero Engine
Industry News
Reviews
Dragon Reflections
White Dwarf Reflections
Columns
Weekly Digests
Weekly News Digest
Freebies, Sales & Bundles
RPG Print News
RPG Crowdfunding News
Game Content
ENterplanetary DimENsions
Mythological Figures
Opinion
Worlds of Design
Peregrine's Nest
RPG Evolution
Other Columns
From the Freelancing Frontline
Monster ENcyclopedia
WotC/TSR Alumni Look Back
4 Hours w/RSD (Ryan Dancey)
The Road to 3E (Jonathan Tweet)
Greenwood's Realms (Ed Greenwood)
Drawmij's TSR (Jim Ward)
Community
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Resources
Wiki
Pages
Latest activity
Media
New media
New comments
Search media
Downloads
Latest reviews
Search resources
EN Publishing
Store
EN5ider
Adventures in ZEITGEIST
Awfully Cheerful Engine
What's OLD is NEW
Judge Dredd & The Worlds Of 2000AD
War of the Burning Sky
Level Up: Advanced 5E
Events & Releases
Upcoming Events
Private Events
Featured Events
Socials!
EN Publishing
Twitter
BlueSky
Facebook
Instagram
EN World
BlueSky
YouTube
Facebook
Twitter
Twitch
Podcast
Features
Top 5 RPGs Compiled Charts 2004-Present
Adventure Game Industry Market Research Summary (RPGs) V1.0
Ryan Dancey: Acquiring TSR
Q&A With Gary Gygax
D&D Rules FAQs
TSR, WotC, & Paizo: A Comparative History
D&D Pronunciation Guide
Million Dollar TTRPG Kickstarters
Tabletop RPG Podcast Hall of Fame
Eric Noah's Unofficial D&D 3rd Edition News
D&D in the Mainstream
D&D & RPG History
About Morrus
Log in
Register
What's new
Search
Search
Search titles only
By:
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Menu
Log in
Register
Install the app
Install
Community
General Tabletop Discussion
*TTRPGs General
What is, in your opinion, the single WORST RPG ever made, and why is it so bad?
JavaScript is disabled. For a better experience, please enable JavaScript in your browser before proceeding.
You are using an out of date browser. It may not display this or other websites correctly.
You should upgrade or use an
alternative browser
.
Reply to thread
Message
<blockquote data-quote="Faolyn" data-source="post: 9246781" data-attributes="member: 6915329"><p>To preface, I've really enjoyed the system--I'm running MotW and am in a Masks game, although I've never actually played AW. I will point out that the second/revised edition, Burned Over, is <em>far </em>different and a <em>lot </em>of that pretentious tone was removed entirely. They completely dropped the F word, as far as I can tell.</p><p></p><p>For the "play to see what happens" phrase, well, what it means, at least partially, is that PtbA games are "supposed" to be sandbox games, not adventures with a specific goal in mind. Here are situations, but it's up to the players to do whatever the heck they want. Would it be nice if the games were written with phrases like "sandbox" in mind? Yes, but let's face it, many RPGs are written as if it's the first game you've ever played and have no knowledge of typical gamer jargon. It's why nearly every game I've seen has rules on how to read the dice, or even what polyhedral dice <em>are.</em></p><p></p><p></p><p>To be fair, that's pretty common in a lot of post-apocalypse settings--and in a lot of settings in general. Sure, you can have a game where all the PCs are from the same settlement, but it often seems like they meet each other on the road and join up, even if they have no reason to, because it's not a solo game. The characters are supposed to work together, and most of the time, this means they become friends, or at least learn to understand each other really weell.</p><p></p><p></p><p>The biggest problem in PtbW games (IME) is that it doesn't do a good job explaining this, because this reading is pretty incorrect <em>but </em>the games generally don't do a good job of explaining <em>why </em>it's incorrect, and a lot of the players don't seem to be able to properly verbalize why it's incorrect either. It becomes fairly obvious what it means as you play, though, so I'll see if I can explain it. I'm using Monster of the Week for my examples here, since that's what I'm running.</p><p></p><p>See, you're not supposed to read the pre-written lines. What happens is, in the course of normal play, things will happen, and a lot of the time, these things are predictable. In D&D, for instance, the characters meet are on the trail of the monster and want to know if they know anything about it (especially weaknesses), and either they or the DM will call for Arcana or Nature or Religion checks, depending on what sort of monster it is. 3.x often had had possible results of those checks written into some of the monster's statblock; Level Up has them for nearly every monster. </p><p></p><p>Now, with moves, they're (for the most part) are <em>not </em>supposed to be things you just call for. You don't just say "OK, roll Arcana" and see what the PC just happens to know (this happens quite a bit in the D&D games I've played in or run). Instead, the players are supposed to <strong>Investigate A Mystery</strong> by going to the library, interviewing witnesses, examining the murder scenes, consulting their journal of monster notes, etc., and are supposed to RP that in some manner. They <em>then </em>can roll that move--in this case, by rolling +Sharp. Moves activate when they're <em>triggered</em>--when something comes up in play that allows them to be used. Like Reactions in D&D.</p><p></p><p>Depending on how they roll, they can ask one or two of the questions on the list. This is where you're tripping up, and I can definitely see why because it seems very limiting. My very first instinct upon reading the move was to let people ask anything. But in reality, you only roll this move during a time crunch. The monster is coming, the countdown is ticking, people are dying, you don't have <em>time </em>to spend hours or days in research to learn everything there is to know about the monster, plus the monster is only leaving behind a limited amount of evidence (MotW is modern day supernatural where most people don't believe monsters exist, not fantasy where everyone <em>knows </em>they do). If you're having a month of downtime between adventures and one of the players says "I want to learn everything about kelpies," then they don't have to roll--they just need access to the appropriate sources of knowledge. But in the adventure, they have a limited amount of time and evidence, so the PCs can only find out a few things. (Plus, they can roll more than once during the mystery, when they come across new information or interview new witnesses.)</p><p></p><p>Now, say one of the players is an Expert with the Dark Past move, which means they likely have some personal experience with the monster at hand. To trigger that move, the player has to <strong>trawl through your memories for something relevant to the case at hand</strong>. At which point they gain a little more information than they might get with a mere Investigate a Mystery roll--but at the same time, it also means that they were somehow connected to, or responsible for, for the events that are currently going on. Hence the term "Dark Past." This is common for this genre, after all. This puts the spotlight on the character and allows them to tell their story more, and brings their background into the foreground, and means that the Keeper then has to incorporate that Dark Past into the setting in a way.</p><p></p><p>Does this help at all?</p></blockquote><p></p>
[QUOTE="Faolyn, post: 9246781, member: 6915329"] To preface, I've really enjoyed the system--I'm running MotW and am in a Masks game, although I've never actually played AW. I will point out that the second/revised edition, Burned Over, is [I]far [/I]different and a [I]lot [/I]of that pretentious tone was removed entirely. They completely dropped the F word, as far as I can tell. For the "play to see what happens" phrase, well, what it means, at least partially, is that PtbA games are "supposed" to be sandbox games, not adventures with a specific goal in mind. Here are situations, but it's up to the players to do whatever the heck they want. Would it be nice if the games were written with phrases like "sandbox" in mind? Yes, but let's face it, many RPGs are written as if it's the first game you've ever played and have no knowledge of typical gamer jargon. It's why nearly every game I've seen has rules on how to read the dice, or even what polyhedral dice [I]are.[/I] To be fair, that's pretty common in a lot of post-apocalypse settings--and in a lot of settings in general. Sure, you can have a game where all the PCs are from the same settlement, but it often seems like they meet each other on the road and join up, even if they have no reason to, because it's not a solo game. The characters are supposed to work together, and most of the time, this means they become friends, or at least learn to understand each other really weell. The biggest problem in PtbW games (IME) is that it doesn't do a good job explaining this, because this reading is pretty incorrect [I]but [/I]the games generally don't do a good job of explaining [I]why [/I]it's incorrect, and a lot of the players don't seem to be able to properly verbalize why it's incorrect either. It becomes fairly obvious what it means as you play, though, so I'll see if I can explain it. I'm using Monster of the Week for my examples here, since that's what I'm running. See, you're not supposed to read the pre-written lines. What happens is, in the course of normal play, things will happen, and a lot of the time, these things are predictable. In D&D, for instance, the characters meet are on the trail of the monster and want to know if they know anything about it (especially weaknesses), and either they or the DM will call for Arcana or Nature or Religion checks, depending on what sort of monster it is. 3.x often had had possible results of those checks written into some of the monster's statblock; Level Up has them for nearly every monster. Now, with moves, they're (for the most part) are [I]not [/I]supposed to be things you just call for. You don't just say "OK, roll Arcana" and see what the PC just happens to know (this happens quite a bit in the D&D games I've played in or run). Instead, the players are supposed to [B]Investigate A Mystery[/B] by going to the library, interviewing witnesses, examining the murder scenes, consulting their journal of monster notes, etc., and are supposed to RP that in some manner. They [I]then [/I]can roll that move--in this case, by rolling +Sharp. Moves activate when they're [I]triggered[/I]--when something comes up in play that allows them to be used. Like Reactions in D&D. Depending on how they roll, they can ask one or two of the questions on the list. This is where you're tripping up, and I can definitely see why because it seems very limiting. My very first instinct upon reading the move was to let people ask anything. But in reality, you only roll this move during a time crunch. The monster is coming, the countdown is ticking, people are dying, you don't have [I]time [/I]to spend hours or days in research to learn everything there is to know about the monster, plus the monster is only leaving behind a limited amount of evidence (MotW is modern day supernatural where most people don't believe monsters exist, not fantasy where everyone [I]knows [/I]they do). If you're having a month of downtime between adventures and one of the players says "I want to learn everything about kelpies," then they don't have to roll--they just need access to the appropriate sources of knowledge. But in the adventure, they have a limited amount of time and evidence, so the PCs can only find out a few things. (Plus, they can roll more than once during the mystery, when they come across new information or interview new witnesses.) Now, say one of the players is an Expert with the Dark Past move, which means they likely have some personal experience with the monster at hand. To trigger that move, the player has to [B]trawl through your memories for something relevant to the case at hand[/B]. At which point they gain a little more information than they might get with a mere Investigate a Mystery roll--but at the same time, it also means that they were somehow connected to, or responsible for, for the events that are currently going on. Hence the term "Dark Past." This is common for this genre, after all. This puts the spotlight on the character and allows them to tell their story more, and brings their background into the foreground, and means that the Keeper then has to incorporate that Dark Past into the setting in a way. Does this help at all? [/QUOTE]
Insert quotes…
Verification
Post reply
Community
General Tabletop Discussion
*TTRPGs General
What is, in your opinion, the single WORST RPG ever made, and why is it so bad?
Top